Jordon joined Oct 17, 2011

Jordon McClain, also known as Jdawgg or Superstar McClain, is the President of a small indie game company called Steel Cyclone Studios. Jordon is self-taught and currently teaches himself Game Art, Design and Development. Jordon primarily works on the Cyclone Game Engine which is a 2D/3D game engine created entirely from scratch built upon the XNA Framework. Jordon's ultimate aim is to make it into the videogame industry and join the greats of videogame designers. In the meantime, Jordon is trying to hone his skills and learn as much as possible about this wonderful and constantly evolving industry.
WARNING!: Mr. McClain is insane in the brain! :-D

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Preview:

Description

This is not the latest progress video but an older one. This is a short video showing that I successfully created a working 2D/ 3D menu system with the help of the game state management's screen manager. I also got the menu system capable of displaying splash screens with transition effects upon the start-up of the game. The menu system also supports 3D models within it and description text when you hover over different menu items. I also got a sky-box functioning in the game. This video also shows the lens flare effect functioning and placed over the sun on the sky-box. Its tricky when the program is drawing 2d and 3d together on the same screen under the 'Draw Method'.
Thanks to Shawn Hargreaves who provided the most efficient way to go in his blog post, I was able to fix my skybox. When I was mixing 3D rendering with 2D objects using SpriteBatch, I may noticed that my 3D graphics no longer draw correctly after you have rendered sprites. All of the models triangles and polygons appeared to be disoriented and stretched leaving tons of gaps and holes. This is because the SpriteBatch changes several device renderstates. At this stage the actual game is still in Pre-Production Phase of development and I won't be revealing too much until the game is near completion. For now, I am improving the game engine and plan to post more progress footage of it. To see more progress, visit the Steel Cyclone Studio's Facebook Page at: Facebook.com